// GameFrame.cpp : implementation file
//

#include "stdafx.h"
#include "mw4gameed2.h"
#include "GameFrame.h"

#include <MFCPlatform\MFCPlatform.hpp>

/////////////////////////////////////////////////////////////////////////////
// CGameFrame

//IMPLEMENT_DYNCREATE(CGameFrame, CFrameWnd)

CGameFrame::CGameFrame(ObjectManager *objman,CWnd *parent):m_wndView(objman,parent)
{
	LoadFrame(IDR_GAMEFRAME,WS_OVERLAPPED|WS_THICKFRAME|WS_CAPTION|WS_MAXIMIZEBOX|WS_MINIMIZEBOX|WS_SYSMENU,parent);

}

CGameFrame::~CGameFrame()
{
}


BEGIN_MESSAGE_MAP(CGameFrame, CFrameWnd)
	//{{AFX_MSG_MAP(CGameFrame)
	ON_WM_CREATE()
	ON_WM_CLOSE()
	ON_WM_SIZE()
	ON_WM_SETFOCUS()
	ON_COMMAND(ID_HELP, OnHelp)
	//}}AFX_MSG_MAP
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CGameFrame message handlers

int CGameFrame::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CFrameWnd::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// create a view to occupy the client area of the frame
	if (!m_wndView.Create(NULL, "Game View Window", AFX_WS_DEFAULT_VIEW,
		CRect(0, 0, 0, 0), this, AFX_IDW_PANE_FIRST, NULL))
	{
		TRACE0("Failed to create view window\n");
		return -1;
	}
/*	
	if (!m_wndToolBar.CreateEx(this, TBSTYLE_FLAT, WS_CHILD | WS_VISIBLE | CBRS_TOP
		| CBRS_GRIPPER | CBRS_TOOLTIPS | CBRS_FLYBY | CBRS_SIZE_DYNAMIC) ||
		!m_wndToolBar.LoadToolBar(IDR_OVERVIEW))
	{
		TRACE0("Failed to create toolbar\n");
		return -1;      // fail to create
	}

	if (!m_wndStatusBar.Create(this) ||
		!m_wndStatusBar.SetIndicators(indicators,
		  sizeof(indicators)/sizeof(UINT)))
	{
		TRACE0("Failed to create status bar\n");
		return -1;      // fail to create
	}
*/
	// TODO: Delete these three lines if you don't want the toolbar to
	//  be dockable
//	m_wndToolBar.EnableDocking(CBRS_ALIGN_ANY);
//	EnableDocking(CBRS_ALIGN_ANY);
//	DockControlBar(&m_wndToolBar);

//	m_wndView.InitWindow();
	
	return 0;
	
	return 0;
}

void CGameFrame::OnClose() 
{
	// TODO: Add your message handler code here and/or call default
	ShowWindow(SW_HIDE);
//	CFrameWnd::OnClose();
}

void CGameFrame::OnSize(UINT nType, int cx, int cy) 
{
	CFrameWnd::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
	
}

void CGameFrame::OnSetFocus(CWnd* pOldWnd) 
{
	CFrameWnd::OnSetFocus(pOldWnd);
	m_wndView.SetFocus();

	// TODO: Add your message handler code here
	
}

void CGameFrame::LoadFromReg()
{
	CRect rct;
	CString wintitle;
	GetWindowText(wintitle);
	unsigned long size;

	size=sizeof(rct);
	gos_LoadDataFromRegistry((char *)(LPCSTR)(wintitle+"Rect"),&rct,&size);
	if(size) SetWindowPos(NULL,rct.left,rct.top,rct.Width(),rct.Height(),SWP_NOZORDER);

	int tdat;
	size=sizeof(tdat);
	gos_LoadDataFromRegistry((char *)(LPCSTR)(wintitle+"Visible"),&tdat,&size);
	
	if(size && tdat==0) 
		ShowWindow(SW_HIDE);
	else
		ShowWindow(SW_SHOW);

}

void CGameFrame::SaveToReg()
{
	CRect rct;
	GetWindowRect(&rct);
	CString wintitle;
	int tdat;

	GetWindowText(wintitle);
	gos_SaveDataToRegistry((char *)(LPCSTR)(wintitle+"Rect"),&rct,sizeof(rct));
	tdat=IsWindowVisible();	gos_SaveDataToRegistry((char *)(LPCSTR)(wintitle+"Visible"),&tdat,sizeof(tdat));

}

extern bool gActive;
extern bool gGotFocus;

LRESULT CGameFrame::WindowProc(UINT message, WPARAM wParam, LPARAM lParam) 
{
	gActive = true;
	gGotFocus= true;
	switch(message)
	{
	case WM_PAINT:
	case WM_ACTIVATE:
	case WM_CHAR:
	case WM_SETFOCUS:
	case WM_KEYDOWN:
	case WM_MOVE:
	case WM_LBUTTONDOWN:
	case WM_LBUTTONUP:
	case WM_RBUTTONDOWN:
	case WM_RBUTTONUP:
		GameOSWinProc(m_hWnd, message, wParam, lParam);
		break;
	
	return CFrameWnd::WindowProc(message, wParam, lParam);
	}

	return CWnd::WindowProc(message, wParam, lParam);
}

void CGameFrame::OnHelp() 
{
	CAboutDlg aboutDlg;
	aboutDlg.DoModal();
	
}
